Silver

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'''Silver''' is a [[basic cards|basic]] [[Treasure card]] included in all games of Dominion. At a cost of {{Cost|3}} and providing {{Cost|2}}, Silver sits between {{Card|Gold}} and {{Card|Copper}}. Silver often ends up in a clear majority of decks, and it is typically one of the two [[opening]] buys a player will make.  Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply; this can be crucial to know in certain games (e.g., with {{Card|Feodum}}).
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'''Silver''' is a [[basic cards|basic]] [[Treasure card]] included in all games of Dominion. At a cost of {{Cost|3}} and providing {{Cost|2}}, Silver sits between {{Card|Gold}} and {{Card|Copper}}. Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply.
  
 
== Strategy ==
 
== Strategy ==
=== Big Money ===
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Silver’s role in a deck fluctuates from moderately effective [[Treasure]] [[payload]] to actively harmful [[stop card]]. Its strength depends on the alternative payload options and how feasible [[deck control]] is. In the absence of better alternatives, Silver is best in [[engine]]s with strong deck control that can tolerate many stop cards, or in [[Big Money|money]] decks that do not attempt to get full deck control.  
Silver is a very important part of [[Big Money|BM]] strategies and will typically be one of the two cards you open with in a BM strategy. It is necessary for jumping up to {{Card|Gold}} or {{Card|Platinum}} to ensure that you are able to purchase {{Card|Province|Provinces}} or {{Card|Colony|Colonies}}. Good Silver density in your deck is often enough to purchase Provinces, especially in [[Big_Money#Terminal_draw_Big_Money|Terminal Draw/BM]] strategies, as 4 Silver is enough to purchase a Province. Having a high density of Silver is especially useful in games which benefit from deck homogeneity, such as games using {{Card|Envoy}}, {{Card|Advisor}}, or {{Card|Pillage}}, in which an opponent can choose a card for you to discard.
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=== Beyond Silver ===
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Silver’s most notable impact is in the opening, where it is an important option because it can help you afford a {{Cost|5}} card on turn 3 or 4. Opening Silver/Silver gives you very good odds (around 91%) to be able to buy a {{Cost|5}} on either turn 3 or turn 4 and a 15% chance to be able to buy a {{Cost|5}} on both turns. If there is a strong {{Cost|5}} card (e.g. {{Card|Witch}}) in the Kingdom and no better card to help you afford it (e.g. {{Card|Stockpile}}) or more important objective (e.g. [[trashing]] with {{Card|Chapel}}), opening with Silver(s) can be good, even if you don’t necessarily want them in your deck long-term.
''[http://dominionstrategy.com/2011/01/17/beyond-silver/ Original article] by theory''
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[In 2009], Stormparkiet wrote an [http://boardgamegeek.com/thread/368342/why-dominion-did-not-deliver-for-me influential review] of base Dominion outlining the “Silver test”: is the card you’re about to purchase really better than a Silver?  If it isn’t, you should just stick to buying a Silver. At its core, the review suggested that all you really had to do to succeed in Dominion was to blindly purchase Silvers and Golds.
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There are several factors to consider when using Silvers in an engine. The general problem with using Treasures as payload is that they’re stop cards, which actively impede deck control, and Silver is no exception. Correctly timing when to obtain them is therefore important: outside of the opening or an attempt to hit a particular early price point (e.g. for {{Event|Inheritance}}), Silver is usually gained after deck control has been established. Compared to other stop cards, Silver is not explosively stackable (e.g. {{Card|Bridge}}), nor does it offer any flexibility (e.g. {{Card|Ironworks}}) or any additional benefit (e.g. {{Card|Militia}}); however, it doesn't stress your terminal space like some of these competitors. Another advantage of Silver is that its price of {{cost|3}} means that many [[gainer]]s can gain it (including several such as {{Card|Wayfarer}} that gain Silver specifically), so [[gain-and-play|gaining and playing]] a Silver is fairly common. In summary, if there are no better options in the Kingdom for payload, Silver can be serviceable: although it is less efficient in terms of {{Cost}} per stop card than {{Card|Gold}}, it has a lower [[opportunity cost]].
  
Regrettably, this now-outdated heuristic continues to exert an undue influence on modern Dominion. While Gold remains a cornerstone of most successful Dominion decks, Silver has silently turned into a liability rather than an asset in most modern decks.  Much of Silver’s original appeal stemmed from the fact that base Dominion strongly favored Big Money engines or slight variations thereof, and Big Money engines always benefit from more Silvers. But subsequent expansions have radically upended traditional strategical thinking; Big Money engines (and Silver) are no longer nearly as relevant as they were before, for two reasons:
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Silvers are often much better for money decks than for engines, mostly because money decks don’t aim for deck control but just to reliably generate enough {{Cost}} for [[greening]]. Thus, when playing a money deck, you usually don’t mind the stop card nature of Silver and typically use it as a cost-effective way of increasing the [[money density]] of your deck, or expected {{Cost}} per stop card. Buying Silvers early and often helps you to afford important {{Cost|5}} cards and {{Card|Gold}}s in the midgame, further increasing money density enough to afford {{Card|Province}}s. In some cases (e.g. with {{Event|Delve}}), Silvers are very easy to gain in bulk and it may be possible to quickly achieve a money density high enough to start greening without adding many other cards. This is known as “Silver flooding”. More commonly, flooding is not a goal, but you’ll still typically add multiple Silvers to your deck over the course of the game for the consistent boost to your money density at a low price. Lastly, Silver is stronger in Kingdoms with strong [[draw]]. In Kingdoms with weaker draw, you’ll often need non-Silver cards (often {{Card|Gold}}s) to get the money density required to green, but with increased hand sizes this money density requirement is lower, meaning Silvers are more impactful.
  
* With the advent of Colonies, a deck that can churn {{Cost|8}} per turn for 4-5 turns is no longer sufficient.  It’s considerably harder for Big Money to maintain a consistent {{Cost|11}} per turn than {{Cost|8}} per turn; the whole premise of Big Money was that the constant Silvers can keep resupplying your Golds so you can keep getting to {{Cost|8}}.  But getting to a constant stream of Golds to resupply your Platinums is just too slow, primarily because:
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===Notable synergies===
* Action combinations are much stronger than before (partially due to widespread early trashing cards), and certain combos are so game-warpingly powerful that their benefits dwarf the tempo cost of setting up the combo.  (See, e.g., {{Card|City}}/{{Card|Goons}}/{{Card|Quarry}}.)  Even in the absence of Colonies, they are simply too fast and too strong for Big Money to stand a chance.
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* {{Event|Conquest}}
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* {{Card|Feodum}}
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* {{Card|Merchant}}
  
What this means is that the ideal deck is no longer made up of just Golds and Silvers with one Smithy thrown in.  Instead, it is often a mix of Actions that are good on their own but much more than the sum of their parts when played together.  They churn out the Golds and Provinces; they’re what win you the game.  As a result, the worth of drawing these cards together now far outweigh the marginal deck benefit of a Silver.  A Big Money deck needed Silvers because it had no other way to get to {{Cost|8}}; in an Action-driven deck, after you’ve got your combo set up, all Silver does is interfere.  What good is its {{Cost|2}} if it stops you from executing a {{Card|Caravan}}/{{Card|Vault}} combo that would net you {{Cost|10}}+?
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===Notable anti-synergies===
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* {{Landmark|Bandit Fort}}
  
Silver still serves a purpose: to get you to {{Cost|5}} and {{Cost|6}}.  Silver-based decks can consistently hit that number, but unless you’re shooting for a Duchy/{{Card|Duke}} strategy, that’s just not enough to get into the big leagues.  A long-term strategy really lives and dies by its Golds; Silvers are just a way of getting to them.  Ideally, in fact, you’d jump to Gold without ever needing to buy a Silver (e.g., drawing {{Card|Moneylender}}-Copper-Copper-Copper-Copper on your third turn); otherwise, you use an opening Silver or two (or three) to get you to Golds, and then buy no more.
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===External strategy articles===
 
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''Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information. Caveat emptor.''
Of course, if you’re being brutalized by Curses and attacks, then Silvers play a critical role in your deck even deep into the midgame, since you aren’t yet capable of reaching {{Cost|5}} and {{Cost|6}} without them.  And Silvers remain important in the increasingly rare sets where Big Money is the dominant strategy.  But in a typical game, after you have your first Gold and a {{Cost|5}} or two, buying Silver will often just weigh you down.  This is the time when those “useless” {{Cost|2}} and {{Cost|3}} non-terminals really shine. It’s too slow in the early game to buy {{Card|Great Hall|Great Halls}} and {{Card|Wishing Well|Wishing Wells}} when you need to get to {{Cost|5}}′s and Golds, but once you get those {{Cost|5}}′s and Golds, additional Silvers don’t help you on your next objective, which is to get to {{Cost|8}}. Better instead to get the non-terminals, netting a token benefit while simultaneously aiding you in setting up your real rainmakers: your Action combos, {{Cost|5}}′s, and Golds. (Yes, I would probably take even {{Card|Pearl Diver}} over a Silver given appropriate circumstances.)  If no non-terminals are available, then even buying nothing is often better than buying the Silver.
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* [http://dominionstrategy.com/2011/01/17/beyond-silver/ "Beyond Silver", an influential response to the widely criticized "Silver test"]
 
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You could interpret this evolution as a sign of power creep, but I think that’s an unfair characterization.  Base Dominion took relatively little skill to play optimally, since you really couldn’t hope to do that much better than the Silver baseline.  Since then, however, Dominion has become a much deeper and more complex game.  Merely meeting the baseline is no longer good enough; with skillful play, you can now reach much greater heights.  Like a set of training wheels, Silver provides you with what you need to get going, but to really succeed, you have to learn when to move on.
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=== Alt-VP Support ===
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While typically not enough to power an [[Alt-VP]] strategy on its own (other than {{Card|Feodum}}), Silver can be quite important as a support card for Alt-VP strategies, especially strategies involving {{Card|Duke}}, {{Card|Fairgrounds}}, {{Card|Gardens}}, and {{Card|Silk Road}}. They benefit from Silver because in a bloated deck, having a single silver in hand helps ensure that you are able to hit the {{Cost|4}}, {{Cost|5}}, and {{Cost|6}} price points. {{Card|Ironworks}}, {{Card|Explorer}}, and {{Card|Haggler}} are examples of Silver-gaining cards which provide solid support for an Alt-VP strategy.
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== Cards which interact with silver ==
 
== Cards which interact with silver ==
 
 
Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to [[Gainer#Silver gainers|gain Silver]], as a way of providing a decent but not overly-powerful benefit.
 
Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to [[Gainer#Silver gainers|gain Silver]], as a way of providing a decent but not overly-powerful benefit.
  

Revision as of 13:04, 14 April 2021

Silver
Silver.jpg
Info
Cost $3
Type(s) Treasure
Kingdom card? No
Set BaseDominion icon.png
Illustrator(s) Ryan Laukat
Card text
$2

Silver is a basic Treasure card included in all games of Dominion. At a cost of $3 and providing $2, Silver sits between GoldGold.jpg and CopperCopper.jpg. Each standalone set comes with 40 Silver cards, and therefore a typical game begins with 40 Silvers in the supply.

Contents

Strategy

Silver’s role in a deck fluctuates from moderately effective Treasure payload to actively harmful stop card. Its strength depends on the alternative payload options and how feasible deck control is. In the absence of better alternatives, Silver is best in engines with strong deck control that can tolerate many stop cards, or in money decks that do not attempt to get full deck control.

Silver’s most notable impact is in the opening, where it is an important option because it can help you afford a $5 card on turn 3 or 4. Opening Silver/Silver gives you very good odds (around 91%) to be able to buy a $5 on either turn 3 or turn 4 and a 15% chance to be able to buy a $5 on both turns. If there is a strong $5 card (e.g. WitchWitch.jpg) in the Kingdom and no better card to help you afford it (e.g. StockpileStockpile.jpg) or more important objective (e.g. trashing with ChapelChapel.jpg), opening with Silver(s) can be good, even if you don’t necessarily want them in your deck long-term.

There are several factors to consider when using Silvers in an engine. The general problem with using Treasures as payload is that they’re stop cards, which actively impede deck control, and Silver is no exception. Correctly timing when to obtain them is therefore important: outside of the opening or an attempt to hit a particular early price point (e.g. for InheritanceInheritance.jpg), Silver is usually gained after deck control has been established. Compared to other stop cards, Silver is not explosively stackable (e.g. BridgeBridge.jpg), nor does it offer any flexibility (e.g. IronworksIronworks.jpg) or any additional benefit (e.g. MilitiaMilitia.jpg); however, it doesn't stress your terminal space like some of these competitors. Another advantage of Silver is that its price of $3 means that many gainers can gain it (including several such as WayfarerWayfarer.jpg that gain Silver specifically), so gaining and playing a Silver is fairly common. In summary, if there are no better options in the Kingdom for payload, Silver can be serviceable: although it is less efficient in terms of $ per stop card than GoldGold.jpg, it has a lower opportunity cost.

Silvers are often much better for money decks than for engines, mostly because money decks don’t aim for deck control but just to reliably generate enough $ for greening. Thus, when playing a money deck, you usually don’t mind the stop card nature of Silver and typically use it as a cost-effective way of increasing the money density of your deck, or expected $ per stop card. Buying Silvers early and often helps you to afford important $5 cards and GoldGold.jpgs in the midgame, further increasing money density enough to afford ProvinceProvince.jpgs. In some cases (e.g. with DelveDelve.jpg), Silvers are very easy to gain in bulk and it may be possible to quickly achieve a money density high enough to start greening without adding many other cards. This is known as “Silver flooding”. More commonly, flooding is not a goal, but you’ll still typically add multiple Silvers to your deck over the course of the game for the consistent boost to your money density at a low price. Lastly, Silver is stronger in Kingdoms with strong draw. In Kingdoms with weaker draw, you’ll often need non-Silver cards (often GoldGold.jpgs) to get the money density required to green, but with increased hand sizes this money density requirement is lower, meaning Silvers are more impactful.

Notable synergies

Notable anti-synergies

External strategy articles

Note: Article(s) below are by individual authors and may not represent the community's current views on cards, but may provide more in-depth information. Caveat emptor.

Cards which interact with silver

Since Silver is available in every game of Dominion, several other cards specifically name and interact with it. Most of these allow players to gain Silver, as a way of providing a decent but not overly-powerful benefit.

Versions

English versions

Print Digital Text Release Date
Silver $2 Dominion 1st Edition October 2008
First edition version, with art never implemented $2 Base Cards June 2012
Silver Silver from Shuffle iT $2 Dominion 2nd Edition October 2016

Other language versions

Language Name Print Digital Text
Chinese 銀幣 (pron. yínbì)
Czech Stříbrňák
Dutch Zilver
Finnish Hopearaha (lit. silver coin)
French Argent
German Silber German language Silver $2
Greek Ασημένιο (pron. asemenio)
Hungarian Ezüst
Italian Argento
Japanese 銀貨 (pron. ginka, lit. silver coin)
Korean 은 (pron. eun)
Norwegian Sølv
Polish Srebrnik (in first print)
Srebrniki (in second print)
Romanian Argint
Russian Серебро (pron. syeryebro)
Spanish Plata

Trivia

Official card art.

Secret History

These cards are unchanged from day one. You could argue that the actions got tweaked to fit the treasures. The treasure pile sizes changed to match different estimates for the total set size, and ended up generous on all counts. In development the issue of the names for these came up - is it simpler if it's Copper Mine rather than Copper? In the end you can see that Copper won out. It just makes it a lot easier to name action cards if the treasures are treasures rather than mines.


Dominion Cards
Basic cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg
Dominion $2 CellarCellar.jpgChapelChapel.jpgMoatMoat.jpg $3 HarbingerHarbinger.jpg • MerchantMerchant.jpgVassalVassal.jpgVillageVillage.jpgWorkshopWorkshop.jpg $4 BureaucratBureaucrat.jpgGardensGardens.jpgMilitiaMilitia.jpgMoneylenderMoneylender.jpgPoacherPoacher.jpgRemodelRemodel.jpgSmithySmithy.jpgThrone RoomThrone Room.jpg $5 BanditBandit.jpgCouncil RoomCouncil Room.jpgFestivalFestival.jpgLaboratoryLaboratory.jpgLibraryLibrary.jpgMarketMarket.jpgMineMine.jpgSentrySentry.jpg • WitchWitch.jpg $6 ArtisanArtisan.jpg
Removed cards: $3 ChancellorChancellor.jpgWoodcutterWoodcutter.jpg $4 FeastFeast.jpgSpySpy.jpgThiefThief.jpg $6 AdventurerAdventurer.jpg
Intrigue $2 CourtyardCourtyard.jpgLurkerLurker.jpgPawnPawn.jpg $3 MasqueradeMasquerade.jpgShanty TownShanty Town.jpgStewardSteward.jpgSwindlerSwindler.jpgWishing WellWishing Well.jpg $4 BaronBaron.jpgBridgeBridge.jpgConspiratorConspirator.jpgDiplomatDiplomat.jpgIronworksIronworks.jpgMillMill.jpgMining VillageMining Village.jpgSecret PassageSecret Passage.jpg $5 CourtierCourtier.jpgDukeDuke.jpgMinionMinion.jpgPatrolPatrol.jpgReplaceReplace.jpgTorturerTorturer.jpgTrading PostTrading Post.jpgUpgradeUpgrade.jpg $6 FarmFarm.jpgNoblesNobles.jpg
Removed cards: $2 Secret ChamberSecret Chamber.jpg $3 Great HallGreat Hall.jpg $4 CoppersmithCoppersmith.jpgScoutScout.jpg $5 SaboteurSaboteur.jpgTributeTribute.jpg $6 HaremHarem.jpg
Seaside $2 HavenHaven.jpgLighthouseLighthouse.jpgNative VillageNative Village.jpg $3 AstrolabeAstrolabe.jpgFishing VillageFishing Village.jpgLookoutLookout.jpgMonkeyMonkey.jpgSea ChartSea Chart.jpgSmugglersSmugglers.jpgWarehouseWarehouse.jpg $4 BlockadeBlockade.jpgCaravanCaravan.jpgCutpurseCutpurse.jpgIslandIsland.jpgSailorSailor.jpgSalvagerSalvager.jpgTide PoolsTide Pools.jpgTreasure MapTreasure Map.jpg $5 BazaarBazaar.jpgCorsairCorsair.jpgMerchant ShipMerchant Ship.jpgOutpostOutpost.jpgPiratePirate.jpgSea WitchSea Witch.jpgTacticianTactician.jpgTreasuryTreasury.jpgWharfWharf.jpg
Removed cards: $2 EmbargoEmbargo.jpgPearl DiverPearl Diver.jpg $3 AmbassadorAmbassador.jpg $4 NavigatorNavigator.jpgPirate ShipPirate Ship.jpgSea HagSea Hag.jpg $5 ExplorerExplorer.jpgGhost ShipGhost Ship.jpg
Alchemy P TransmuteTransmute.jpgVineyardVineyard.jpg $2 HerbalistHerbalist.jpg $2P ApothecaryApothecary.jpgScrying PoolScrying Pool.jpgUniversityUniversity.jpg $3P AlchemistAlchemist.jpgFamiliarFamiliar.jpgPhilosopher's StonePhilosopher's Stone.jpg $4 PotionPotion.jpg $4P GolemGolem.jpg $5 ApprenticeApprentice.jpg $6P PossessionPossession.jpg
Prosperity $3 AnvilAnvil.jpgWatchtowerWatchtower.jpg $4 BishopBishop.jpgClerkClerk.jpgInvestmentInvestment.jpgTiaraTiara.jpgMonumentMonument.jpgQuarryQuarry.jpgWorker's VillageWorker's Village.jpg $5 CharlatanCharlatan.jpgCityCity.jpgCollectionCollection.jpgCrystal BallCrystal Ball.jpgMagnateMagnate.jpgMintMint.jpgRabbleRabble.jpgVaultVault.jpgWar ChestWar Chest.jpg $6 HoardHoard.jpg $6star Grand MarketGrand Market.jpg $7 BankBank.jpgExpandExpand.jpgForgeForge.jpgKing's CourtKing's Court.jpg $8star PeddlerPeddler.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
Removed cards: $3 LoanLoan.jpgTrade RouteTrade Route.jpg $4 TalismanTalisman.jpg $5 ContrabandContraband.jpgCounting HouseCounting House.jpgMountebankMountebank.jpgRoyal SealRoyal Seal.jpgVentureVenture.jpg $6 GoonsGoons.jpg
Cornucopia & Guilds $2 Candlestick MakerCandlestick Maker.jpgHamletHamlet.jpg $2plus FarrierFarrier.jpgStonemasonStonemason.jpg $3 MenagerieMenagerie.jpgShopShop.jpg $3plus InfirmaryInfirmary.jpg $4 AdvisorAdvisor.jpgFarmhandsFarmhands.jpgPlazaPlaza.jpgRemakeRemake.jpgYoung WitchYoung Witch.jpg $4plus HeraldHerald.jpg $5 BakerBaker.jpgButcherButcher.jpgCarnivalCarnival.jpgFerrymanFerryman.jpgFootpadFootpad.jpgHorn of PlentyHorn of Plenty.jpgHunting PartyHunting Party.jpgJesterJester.jpgJourneymanJourneyman.jpgJoustJoust.jpg (Rewards: CoronetCoronet.jpgCourserCourser.jpgDemesneDemesne.jpgHousecarlHousecarl.jpgHuge TurnipHuge Turnip.jpgRenownRenown.jpg)• Merchant GuildMerchant Guild.jpgSoothsayerSoothsayer.jpg $6 FairgroundsFairgrounds.jpg
Removed cards: $3 Fortune TellerFortune Teller.jpg $3plus DoctorDoctor.jpgMasterpieceMasterpiece.jpg $4 Farming VillageFarming Village.jpgHorse TradersHorse Traders.jpgTaxmanTaxman.jpgTournamentTournament.jpg (Prizes: Bag of GoldBag of Gold.jpgDiademDiadem.jpgFollowersFollowers.jpgPrincessPrincess.jpgTrusty SteedTrusty Steed.jpg) $5 HarvestHarvest.jpg
Hinterlands $2 CrossroadsCrossroads.jpgFool's GoldFool's Gold.jpg $3 DevelopDevelop.jpgGuard DogGuard Dog.jpgOasisOasis.jpgSchemeScheme.jpgTunnelTunnel.jpg $4 Jack of All TradesJack of All Trades.jpgNomadsNomads.jpgSpice MerchantSpice Merchant.jpgTraderTrader.jpgTrailTrail.jpgWeaverWeaver.jpg $5 BerserkerBerserker.jpgCartographerCartographer.jpgCauldronCauldron.jpgHagglerHaggler.jpgHighwayHighway.jpgInnInn.jpgMargraveMargrave.jpgSoukSouk.jpgStablesStables.jpgWheelwrightWheelwright.jpgWitch's HutWitch's Hut.jpg $6 Border VillageBorder Village.jpgFarmlandFarmland.jpg
Removed cards: $2 DuchessDuchess.jpg $3 OracleOracle.jpg $4 Noble BrigandNoble Brigand.jpgNomad CampNomad Camp.jpgSilk RoadSilk Road.jpg $5 CacheCache.jpgEmbassyEmbassy.jpgIll-Gotten GainsIll-Gotten Gains.jpgMandarinMandarin.jpg
Dark Ages $0 Ruins (Abandoned MineAbandoned Mine.jpgRuined LibraryRuined Library.jpgRuined MarketRuined Market.jpgRuined VillageRuined Village.jpgSurvivorsSurvivors.jpg) $0star SpoilsSpoils.jpg $1 Poor HousePoor House.jpgShelters (HovelHovel.jpgNecropolisNecropolis.jpgOvergrown EstateOvergrown Estate.jpg) $2 BeggarBeggar.jpgSquireSquire.jpgVagrantVagrant.jpg $3 ForagerForager.jpgHermitHermit.jpg (MadmanMadman.jpg) • Market SquareMarket Square.jpgSageSage.jpgStoreroomStoreroom.jpgUrchinUrchin.jpg (MercenaryMercenary.jpg) $4 ArmoryArmory.jpgDeath CartDeath Cart.jpgFeodumFeodum.jpgFortressFortress.jpgIronmongerIronmonger.jpgMarauderMarauder.jpgProcessionProcession.jpgRatsRats.jpgScavengerScavenger.jpgWandering MinstrelWandering Minstrel.jpg $5 Band of MisfitsBand of Misfits.jpgBandit CampBandit Camp.jpgCatacombsCatacombs.jpgCountCount.jpgCounterfeitCounterfeit.jpgCultistCultist.jpgGraverobberGraverobber.jpgJunk DealerJunk Dealer.jpgKnightsKnights.jpg (Dames AnnaDame Anna.jpgJosephineDame Josephine.jpgMollyDame Molly.jpgNatalieDame Natalie.jpgSylviaDame Sylvia.jpg • Sirs BaileySir Bailey.jpgDestrySir Destry.jpgMartinSir Martin.jpgMichaelSir Michael.jpgVanderSir Vander.jpg) • MysticMystic.jpgPillagePillage.jpgRebuildRebuild.jpgRogueRogue.jpg $6 AltarAltar.jpgHunting GroundsHunting Grounds.jpg
Adventures $2 Coin of the RealmCoin of the Realm.jpgPagePage.jpg (Treasure HunterTreasure Hunter.jpgWarriorWarrior.jpgHeroHero.jpgChampionChampion.jpg) • PeasantPeasant.jpg (SoldierSoldier.jpgFugitiveFugitive.jpgDiscipleDisciple.jpgTeacherTeacher.jpg) • RatcatcherRatcatcher.jpgRazeRaze.jpg $3 AmuletAmulet.jpgCaravan GuardCaravan Guard.jpgDungeonDungeon.jpgGearGear.jpgGuideGuide.jpg $4 DuplicateDuplicate.jpgMagpieMagpie.jpgMessengerMessenger.jpgMiserMiser.jpgPortPort.jpgRangerRanger.jpgTransmogrifyTransmogrify.jpg $5 ArtificerArtificer.jpgBridge TrollBridge Troll.jpgDistant LandsDistant Lands.jpgGiantGiant.jpgHaunted WoodsHaunted Woods.jpgLost CityLost City.jpgRelicRelic.jpgRoyal CarriageRoyal Carriage.jpgStorytellerStoryteller.jpgSwamp HagSwamp Hag.jpgTreasure TroveTreasure Trove.jpgWine MerchantWine Merchant.jpg $6 HirelingHireling.jpg
Events: $0 AlmsAlms.jpgBorrowBorrow.jpgQuestQuest.jpg $1 SaveSave.jpg $2 Scouting PartyScouting Party.jpgTravelling FairTravelling Fair.jpg $3 BonfireBonfire.jpgExpeditionExpedition.jpgFerryFerry.jpgPlanPlan.jpg $4 MissionMission.jpgPilgrimagePilgrimage.jpg $5 BallBall.jpgRaidRaid.jpgSeawaySeaway.jpgTradeTrade.jpg $6 Lost ArtsLost Arts.jpgTrainingTraining.jpg $7 InheritanceInheritance.jpg $8 PathfindingPathfinding.jpg
Empires 4D EngineerEngineer.jpg 8D City QuarterCity Quarter.jpgOverlordOverlord.jpgRoyal BlacksmithRoyal Blacksmith.jpg $2 EncampmentEncampment.jpg/PlunderPlunder.jpgPatricianPatrician.jpg/EmporiumEmporium.jpgSettlersSettlers.jpg/Bustling VillageBustling Village.jpg $3 CastlesCastles.jpg (HumbleHumble Castle.jpgCrumblingCrumbling Castle.jpgSmallSmall Castle.jpgHauntedHaunted Castle.jpgOpulentOpulent Castle.jpgSprawlingSprawling Castle.jpgGrandGrand Castle.jpgKing'sKing's Castle.jpg) • CatapultCatapult.jpg/RocksRocks.jpgChariot RaceChariot Race.jpgEnchantressEnchantress.jpgFarmers' MarketFarmers' Market.jpgGladiatorGladiator.jpg/FortuneFortune.jpg $4 SacrificeSacrifice.jpgTempleTemple.jpgVillaVilla.jpg $5 ArchiveArchive.jpgCapitalCapital.jpgCharmCharm.jpgCrownCrown.jpgForumForum.jpgGroundskeeperGroundskeeper.jpgLegionaryLegionary.jpgWild HuntWild Hunt.jpg
Events: 5D TriumphTriumph.jpg 8D AnnexAnnex.jpgDonateDonate.jpg $0 AdvanceAdvance.jpg $2 DelveDelve.jpgTaxTax.jpg $3 BanquetBanquet.jpg $4 RitualRitual.jpgSalt the EarthSalt the Earth.jpg $43D WeddingWedding.jpg $5 WindfallWindfall.jpg $6 ConquestConquest.jpg $14 DominateDominate.jpg
Landmarks: AqueductAqueduct.jpgArenaArena.jpgBandit FortBandit Fort.jpgBasilicaBasilica.jpgBathsBaths.jpgBattlefieldBattlefield.jpgColonnadeColonnade.jpgDefiled ShrineDefiled Shrine.jpgFountainFountain.jpgKeepKeep.jpgLabyrinthLabyrinth.jpgMountain PassMountain Pass.jpgMuseumMuseum.jpgObeliskObelisk.jpgOrchardOrchard.jpgPalacePalace.jpgTombTomb.jpgTowerTower.jpgTriumphal ArchTriumphal Arch.jpgWallWall.jpgWolf DenWolf Den.jpg
Nocturne $0star Will-o'-WispWill-o'-Wisp.jpgWishWish.jpg $2 DruidDruid.jpgFaithful HoundFaithful Hound.jpgGuardianGuardian.jpgMonasteryMonastery.jpgPixiePixie.jpg (GoatGoat.jpg) • TrackerTracker.jpg (PouchPouch.jpg) $2star ImpImp.jpg $3 ChangelingChangeling.jpgFoolFool.jpg (Lost in the WoodsLost in the Woods.jpgLucky CoinLucky Coin.jpg) • Ghost TownGhost Town.jpgLeprechaunLeprechaun.jpgNight WatchmanNight Watchman.jpgSecret CaveSecret Cave.jpg (Magic LampMagic Lamp.jpg) $4 BardBard.jpgBlessed VillageBlessed Village.jpgCemeteryCemetery.jpg (Haunted MirrorHaunted Mirror.jpg) • ConclaveConclave.jpgDevil's WorkshopDevil's Workshop.jpgExorcistExorcist.jpgNecromancerNecromancer.jpg (Zombies: ApprenticeZombie Apprentice.jpgMasonZombie Mason.jpgSpyZombie Spy.jpg) • ShepherdShepherd.jpg (PasturePasture.jpg) • SkulkSkulk.jpg $4star GhostGhost.jpg $5 CobblerCobbler.jpgCryptCrypt.jpgCursed VillageCursed Village.jpgDen of SinDen of Sin.jpgIdolIdol.jpgPookaPooka.jpg (Cursed GoldCursed Gold.jpg) • Sacred GroveSacred Grove.jpgTormentorTormentor.jpgTragic HeroTragic Hero.jpgVampireVampire.jpg (BatBat.jpg) • WerewolfWerewolf.jpg $6 RaiderRaider.jpg
Boons: The Earth's GiftThe Earth's Gift.jpgFieldThe Field's Gift.jpgFlameThe Flame's Gift.jpgForestThe Forest's Gift.jpgMoonThe Moon's Gift.jpgMountainThe Mountain's Gift.jpgRiverThe River's Gift.jpgSeaThe Sea's Gift.jpgSkyThe Sky's Gift.jpgSunThe Sun's Gift.jpgSwampThe Swamp's Gift.jpgWindThe Wind's Gift.jpg
Hexes: Bad OmensBad Omens.jpgDelusionDelusion.jpg (DeludedDeluded.jpg) • EnvyEnvy.jpg (EnviousEnvious.jpg) • FamineFamine.jpgFearFear.jpgGreedGreed.jpgHauntingHaunting.jpgLocustsLocusts.jpgMiseryMisery.jpg (MiserableMiserable.jpg/Twice MiserableTwice Miserable.jpg) • PlaguePlague.jpgPovertyPoverty.jpgWarWar.jpg
Renaissance $2 Border GuardBorder Guard.jpg (HornHorn.jpgLanternLantern.jpg) • DucatDucat.jpgLackeysLackeys.jpg $3 Acting TroupeActing Troupe.jpgCargo ShipCargo Ship.jpgExperimentExperiment.jpgImproveImprove.jpg $4 Flag BearerFlag Bearer.jpg (FlagFlag.jpg) • HideoutHideout.jpgInventorInventor.jpgMountain VillageMountain Village.jpgPatronPatron.jpgPriestPriest.jpgResearchResearch.jpgSilk MerchantSilk Merchant.jpg $5 Old WitchOld Witch.jpgRecruiterRecruiter.jpgScepterScepter.jpgScholarScholar.jpgSculptorSculptor.jpgSeerSeer.jpgSpicesSpices.jpgSwashbucklerSwashbuckler.jpg (Treasure ChestTreasure Chest.jpg) • TreasurerTreasurer.jpg (KeyKey.jpg) • VillainVillain.jpg
Projects: $3 CathedralCathedral.jpgCity GateCity Gate.jpgPageantPageant.jpgSewersSewers.jpgStar ChartStar Chart.jpg $4 ExplorationExploration.jpgFairFair.jpgSilosSilos.jpgSinister PlotSinister Plot.jpg $5 AcademyAcademy.jpgCapitalismCapitalism.jpgFleetFleet.jpgGuildhallGuildhall.jpgPiazzaPiazza.jpgRoad NetworkRoad Network.jpg $6 BarracksBarracks.jpgCrop RotationCrop Rotation.jpgInnovationInnovation.jpg $7 CanalCanal.jpg $8 CitadelCitadel.jpg
Menagerie $2 Black CatBlack Cat.jpgSleighSleigh.jpgSuppliesSupplies.jpg $3 Camel TrainCamel Train.jpgGoatherdGoatherd.jpgScrapScrap.jpgSheepdogSheepdog.jpgSnowy VillageSnowy Village.jpgStockpileStockpile.jpg $3star HorseHorse.jpg $4 Bounty HunterBounty Hunter.jpgCardinalCardinal.jpgCavalryCavalry.jpgGroomGroom.jpgHostelryHostelry.jpgVillage GreenVillage Green.jpg $5 BargeBarge.jpgCovenCoven.jpgDisplaceDisplace.jpgFalconerFalconer.jpgGatekeeperGatekeeper.jpgHunting LodgeHunting Lodge.jpgKilnKiln.jpgLiveryLivery.jpgMastermindMastermind.jpgPaddockPaddock.jpgSanctuarySanctuary.jpg $5star FishermanFisherman.jpg $6star DestrierDestrier.jpgWayfarerWayfarer.jpg $7star Animal FairAnimal Fair.jpg
Events: $0 DelayDelay.jpgDesperationDesperation.jpg $2 GambleGamble.jpgPursuePursue.jpgRideRide.jpgToilToil.jpg $3 EnhanceEnhance.jpgMarchMarch.jpgTransportTransport.jpg $4 BanishBanish.jpgBargainBargain.jpgInvestInvest.jpgSeize the DaySeize the Day.jpg $5 CommerceCommerce.jpgDemandDemand.jpgStampedeStampede.jpg $7 ReapReap.jpg $8 EnclaveEnclave.jpg $10 AllianceAlliance.jpgPopulatePopulate.jpg
Ways: ButterflyWay of the Butterfly.jpgCamelWay of the Camel.jpgChameleonWay of the Chameleon.jpgFrogWay of the Frog.jpgGoatWay of the Goat.jpgHorseWay of the Horse.jpgMoleWay of the Mole.jpgMonkeyWay of the Monkey.jpgMouseWay of the Mouse.jpgMuleWay of the Mule.jpgOtterWay of the Otter.jpgOwlWay of the Owl.jpgOxWay of the Ox.jpgPigWay of the Pig.jpgRatWay of the Rat.jpgSealWay of the Seal.jpgSheepWay of the Sheep.jpgSquirrelWay of the Squirrel.jpgTurtleWay of the Turtle.jpgWormWay of the Worm.jpg
Allies $2 BaubleBauble.jpgSycophantSycophant.jpgTownsfolkTownsfolk.jpg (Town CrierTown Crier.jpg / BlacksmithBlacksmith.jpg / MillerMiller.jpg / ElderElder.jpg) $3 AugursAugurs.jpg (Herb GathererHerb Gatherer.jpg / AcolyteAcolyte.jpg / SorceressSorceress.jpg / SibylSibyl.jpg) • ClashesClashes.jpg (Battle PlanBattle Plan.jpg / ArcherArcher.jpg / WarlordWarlord.jpg / TerritoryTerritory.jpg) • FortsForts.jpg (TentTent.jpg / GarrisonGarrison.jpg / Hill FortHill Fort.jpg / StrongholdStronghold.jpg) • ImporterImporter.jpgMerchant CampMerchant Camp.jpgOdysseysOdysseys.jpg (Old MapOld Map.jpg / VoyageVoyage.jpg / Sunken TreasureSunken Treasure.jpg / Distant ShoreDistant Shore.jpg) • SentinelSentinel.jpgUnderlingUnderling.jpgWizardsWizards.jpg (StudentStudent.jpg / ConjurerConjurer.jpg / SorcererSorcerer.jpg / LichLich.jpg) $4 BrokerBroker.jpgCarpenterCarpenter.jpgCourierCourier.jpgInnkeeperInnkeeper.jpgRoyal GalleyRoyal Galley.jpgTownTown.jpg $5 BarbarianBarbarian.jpgCapital CityCapital City.jpgContractContract.jpgEmissaryEmissary.jpgGalleriaGalleria.jpgGuildmasterGuildmaster.jpgHighwaymanHighwayman.jpgHunterHunter.jpgModifyModify.jpgSkirmisherSkirmisher.jpgSpecialistSpecialist.jpgSwapSwap.jpg $6 MarquisMarquis.jpg
Allies: Architects' GuildArchitects' Guild.jpgBand of NomadsBand of Nomads.jpgCave DwellersCave Dwellers.jpgCircle of WitchesCircle of Witches.jpgCity-stateCity-state.jpgCoastal HavenCoastal Haven.jpgCrafters' GuildCrafters' Guild.jpgDesert GuidesDesert Guides.jpgFamily of InventorsFamily of Inventors.jpgFellowship of ScribesFellowship of Scribes.jpgForest DwellersForest Dwellers.jpgGang of PickpocketsGang of Pickpockets.jpgIsland FolkIsland Folk.jpgLeague of BankersLeague of Bankers.jpgLeague of ShopkeepersLeague of Shopkeepers.jpgMarket TownsMarket Towns.jpgMountain FolkMountain Folk.jpgOrder of AstrologersOrder of Astrologers.jpgOrder of MasonsOrder of Masons.jpgPeaceful CultPeaceful Cult.jpgPlateau ShepherdsPlateau Shepherds.jpgTrappers' LodgeTrappers' Lodge.jpgWoodworkers' GuildWoodworkers' Guild.jpg
Plunder $2 CageCage.jpgGrottoGrotto.jpgJewelled EggJewelled Egg.jpgSearchSearch.jpgShamanShaman.jpg $3 Secluded ShrineSecluded Shrine.jpgSirenSiren.jpgStowawayStowaway.jpgTaskmasterTaskmaster.jpg $4 AbundanceAbundance.jpgCabin BoyCabin Boy.jpgCrucibleCrucible.jpgFlagshipFlagship.jpgFortune HunterFortune Hunter.jpgGondolaGondola.jpgHarbor VillageHarbor Village.jpgLanding PartyLanding Party.jpgMapmakerMapmaker.jpgMaroonMaroon.jpgRopeRope.jpgSwamp ShacksSwamp Shacks.jpgToolsTools.jpg $5 Buried TreasureBuried Treasure.jpgCrewCrew.jpgCutthroatCutthroat.jpgEnlargeEnlarge.jpgFigurineFigurine.jpgFirst MateFirst Mate.jpgFrigateFrigate.jpgLongshipLongship.jpgMining RoadMining Road.jpgPendantPendant.jpgPickaxePickaxe.jpgPilgrimPilgrim.jpgQuartermasterQuartermaster.jpgSilver MineSilver Mine.jpgTricksterTrickster.jpgWealthy VillageWealthy Village.jpg $6 Sack of LootSack of Loot.jpg $7 King's CacheKing's Cache.jpg $7star Loots (AmphoraAmphora.jpgDoubloonsDoubloons.jpgEndless ChaliceEndless Chalice.jpgFigureheadFigurehead.jpgHammerHammer.jpgInsigniaInsignia.jpgJewelsJewels.jpgOrbOrb.jpgPrize GoatPrize Goat.jpgPuzzle BoxPuzzle Box.jpgSextantSextant.jpgShieldShield.jpgSpell ScrollSpell Scroll.jpgStaffStaff.jpgSwordSword.jpg)
Events: $1 BuryBury.jpg $2 AvoidAvoid.jpgDeliverDeliver.jpgPerilPeril.jpgRushRush.jpg $3 ForayForay.jpgLaunchLaunch.jpgMirrorMirror.jpgPreparePrepare.jpgScroungeScrounge.jpg $4 MaelstromMaelstrom.jpgJourneyJourney.jpg $6 LootingLooting.jpg $10 InvasionInvasion.jpgProsperProsper.jpg
Traits: CheapCheap.jpgCursedCursed.jpgFatedFated.jpgFawningFawning.jpgFriendlyFriendly.jpgHastyHasty.jpgInheritedInherited.jpgInspiringInspiring.jpgNearbyNearby.jpgPatientPatient.jpgPiousPious.jpgRecklessReckless.jpgRichRich.jpgShyShy.jpgTirelessTireless.jpg
Promo $3 Black MarketBlack Market.jpgChurchChurch.jpg $4 DismantleDismantle.jpgEnvoyEnvoy.jpgSaunaSauna.jpg/AvantoAvanto.jpgWalled VillageWalled Village.jpg $5 GovernorGovernor.jpgMarchlandMarchland.jpgStashStash.jpg $6 CaptainCaptain.jpg $8 PrincePrince.jpg
Events: $5 SummonSummon.jpg
Base Cards $0 CopperCopper.jpgCurseCurse.jpg $2 EstateEstate.jpg $3 SilverSilver.jpg $4 PotionPotion.jpg $5 DuchyDuchy.jpg $6 GoldGold.jpg $8 ProvinceProvince.jpg $9 PlatinumPlatinum.jpg $11 ColonyColony.jpg
See also: Second EditionErrataOuttakes (Confusion) • Fan cardsCard storageList of cards (in other languages)
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